Files
MinecraftConsoles/Minecraft.World/ReedsFeature.cpp
daoge b3feddfef3 feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict

* feat: TU19 (Dec 2014) Features & Content (#32)

* December 2014 files

* Working release build

* Fix compilation issues

* Add sound to Windows64Media

* Add DLC content and force Tutorial DLC

* Revert "Add DLC content and force Tutorial DLC"

This reverts commit 97a4399472.

* Disable broken light packing

* Disable breakpoint during DLC texture map load

Allows DLC loading but the DLC textures are still broken

* Fix post build not working

* ...

* fix vs2022 build

* fix cmake build

---------

Co-authored-by: Loki <lokirautio@gmail.com>
2026-03-03 03:04:10 +08:00

46 lines
1.4 KiB
C++

#include "stdafx.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.tile.h"
#include "ReedsFeature.h"
bool ReedsFeature::place(Level *level, Random *random, int x, int y, int z)
{
for (int i = 0; i < 20; i++)
{
int x2 = x + random->nextInt(4) - random->nextInt(4);
int y2 = y;
int z2 = z + random->nextInt(4) - random->nextInt(4);
// 4J Stu Added to stop reed features generating areas previously place by game rule generation
if(app.getLevelGenerationOptions() != NULL)
{
LevelGenerationOptions *levelGenOptions = app.getLevelGenerationOptions();
bool intersects = levelGenOptions->checkIntersects(x2, y2, z2, x2, y2, z2);
if(intersects)
{
//app.DebugPrintf("Skipping reeds feature generation as it overlaps a game rule structure\n");
continue;
}
}
if (level->isEmptyTile(x2, y2, z2))
{
if (level->getMaterial(x2-1, y2-1, z2) == Material::water ||
level->getMaterial(x2+1, y2-1, z2) == Material::water ||
level->getMaterial(x2, y2-1, z2-1) == Material::water ||
level->getMaterial(x2, y2-1, z2+1) == Material::water)
{
int h = 2 + random->nextInt(random->nextInt(3) + 1);
for (int yy = 0; yy < h; yy++)
{
if ( Tile::reeds->canSurvive(level, x2, y2 + yy, z2) )
{
level->setTileAndData(x2, y2 + yy, z2, Tile::reeds_Id, 0, Tile::UPDATE_CLIENTS);
}
}
}
}
}
return true;
}